Questions


I have been playing for a day now (not continuously) and have some pretty basic questions. Would have put them in the FAQ but that seems entirely dedicated to downloading issues and people whinging about lack of invitations.

1. I have clay pits and mine them, apparently for materials. But materials do not seem to be used (and the early dev reports said that was to be the case). So what, if anything, are they there for?

2. A bunch of improvements add something to the grain total. But fields of wheat are as rare in this world as they are in Manhattan. If I don't have wheat 'attached' to the city, am I wasting time (and upkeep) building these things? Or do the nine 'city core tiles' generate 'wheat' not generic food?

3. Do things like apiaries actually exist? Yet to see one.

4. About to build my first caravan since about 1,1x in E:WoM - do they function the same (i.e. generate roads until some wolf eats them and the caravan route has to be regenerated. What a lot of fun that was!)?

5. What do people do for the couple of hundred turns between dealing with the easy baddies and generating the capability of dealing with the medium and big guys?

6. Do I need to do anything except survive? Other civs drop like flies without me even seeing them. 3 of the 6 (which includes me (of the 6, not the 3)) gone in the current game. Anyone else think that this is a design flaw of critical proportions? Sort of like #5?

7. Was putting most of the resources in areas that can't be settled a design decision? If so, was there a deeper reason than just the satisfaction of adding another frustration for the player?

8. On some maps, about 10% of the squares (only a slight exaggeration) have dragon statues; some maps don't seem to have any. On the former, are all these tied to different high level quests or the same one with just a couple of hundred chances to stumble upon it? Haven't gotten deep enough in the game to have researched the tech to find this out for myself.

 

12,032 views 6 replies
Reply #1 Top

I would really like to know abou the food and materials thing myself , was wondering about that , 

im thinking the materials increases your production rate,

but the food resource tiles "apirary , wheat field, twilight" are they supposed to increase your city growth? not the tiles that you settle on thing but the improvement ones.

beacuse ive built the farms addons and dont see it really doing anything, as far as i can see, the city growth tooltip shows nothing of it. 

 

[Update]

so i found a good breakdown of the whole system. but they relly need to explain this more in depth in game, as i played Ewom to shit ,and it took me a minute to fig it out. 

1thing i would never know wihtout reading this is that the tiles around the city also go to city once your influence/border gets to it. i thought it just mattered were you founded the city. and the worker system is there a way to look that up, well ill ask the rest after playing again now that ive read this post 

https://forums.elementalgame.com/411840

Reply #2 Top

Actually, some of the info in that post is out of date.

This is how it currently works:

Open the city details screen by selecting a city and clicking on the picture in the bottom left corner of the screen. 

There will be a section in the middle a the top. Grain and Materials are the base resource for food and production. mousing over these numbers will break down how your particular city is using them. A Clay pit might add one extra materials. A farm would give you one extra grain. You get a certain amount of food for every grain. Likewise, you get a certain amount of production from material. City improvements can increase the amount you get per grain or material. The tile you settle on will have a number of grain and a number of material. This number is calculated by adding all the grain and material that will be gathered from the surrounding 8 tiles and the one you settle on. 

Keep in mind that food gives you population, which gives you research and production and even gold. It is far more valuable in the long term. Material is fine in the short term, but always have a minimum of 3 grain for any settlement. Each settlement will split your prestige (controls population growth), causing your cities to grow slower. Leveling your Sov will increase prestige. 

Settlers can also build an outpost. This functions to spread your influence and capture resources in areas that you can't build a settlement on. Also good to use if you want a resource but don't want your prestige to suffer from building a settlement. 

Hope that helps.

Reply #3 Top

Production per city is determined by 

Code: c++
  1. (Px0.1+M(5+I))(1+U)
Where:

P=population M=materials I=improvements that supply so much production per material U=unrest plus other modifiers for city production.

Example:

Population=30

Materials=3

Improvements=Workshop(3 production per material)+Lumbermill(3 production per material)=6

Unrest/ect=-40% production for unrest+10% production from a Mason building=-30%

Code: c++
  1. (30x0.1+3(5+6))(1-0.3)=25.2
production for the turn.

Grain determines maximum population of a city, not it's growth.  Grain supplies food with various improvement mulipliers (that you build) determining how much food you get per grain.  Hover your mouse over the Food number in the city screen to see where your food is comming from, you can do the same with Production.

Apiaries exist.

Caravans seem to replenish thmeselves, roads don't dissapear.

Other empires getting knocked out early is a bug, see frogboy's Double Kills post in the Dev Journals.

 

Reply #4 Top


Thanks for the replies. That clears that up for me and now I actually understand what outposts are for as well. Much appreciated.

Reply #5 Top


The answer to #6 is 'No'. After 57 years, all my opponents were dead, without me ever meeting them. My first ever good starting position, building a nice little empire and just a brutally unsatisfactory and unsatisfying end to the game.

Like WoM, there is a bunch of promise to FE. Like WoM, it is currently Epic Fail. That said, I do understand it is a beta and there will be efforts made to solve the multitude of issues that exist and we are very early in the process. And I hope they succeed.

Reply #6 Top

#6 probably has a lot to do with the Double Kills bug I mentioned upthread.